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May182009

« 002. JOHNNY - NORMAL MOVES - GUILTY GEAR: ACCENT CORE »

5P: Very fast, useful for tick throws but not much else.

5K: Fast, large hitbox. Good for hitconfirming into big damage or knockdown.

Close 5S: Fast, safe on guard without Mist Cancel.

Far 5S: Fairly fast, lots of horizontal range. Leads to big damage but whiffs over shorter characters even while standing.

5HS: Slow, but useful for pressure and hitconfirms. Doubles as anti-air for when opponents are out of 6P range.

5D: Very slow, reactable overhead. Standard Dust.

6P: Fast, invincible for a long time and a good amount of vertical range. Staple anti-air and launcher.

6K: Fast, decent horizontal range but not much else. FRC is useful for tick throws and Gold Burst gimmicks.

6HS: Very slow, but deals a lot of damage. Moves Johnny's hitbox back a bit, so can be used to bait slow attacks.

2P: Very fast, useful for tick throws and escaping pressure.

2K: Very fast, decent range. Makes for a good meaty.

2S: Fast, very good range. Has more priority and leads to more damage than 2K. Also a good meaty.

2HS: Very fast, but lots of recovery. Mostly used to get out of pressure. Cannot be Mist Cancelled, but can be cancelled into 5D.

2D: Fairly fast, scores knockdown. Useful for landing coins and Bacchus Sigh setups.

3HS: Slow, can be used to beat reversals at certain distances. Good for pressure and hitconfirms.

j.P: Very fast, safe on guard. It has very little range though, so it sees little use outside of combos.

j.K: Fast, decent range. A staple jump in/crossup move.

j.S: Fast, very good horizontal range. Great jump in/crossup move.

j.HS: Slow, very good vertical range below Johnny. Good for punishing whiffs air to ground.

j.D: Fast, launches opponent on air hit. Mostly used for positioning in air combos ending with Ensenga.

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